0a75554071
Updated memory debugger to have a better display of memory
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Made with gemini
2026-01-25 15:19:39 -05:00
3dd0a4a6f1
feat: Implement a memory arena system with an ImGui-based visual debugger for allocation visualization.
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Made using Gemini
2026-01-25 12:14:06 -05:00
0788fdeb98
Upgraded MemoryArena to allow poping memory and creating an arena for a specific part and not pushing completely on the same stack.
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Made with Gemini
+ Updates skills to have better agents.
2026-01-25 11:01:32 -05:00
73db1174f2
feat: add initial skill definitions for debugger, C++ game engine, graphics, and video game tester roles.
2026-01-24 18:28:41 -05:00
d4e4229d61
Fixing the D3D12DescriptorHeap.cpp memory leak. Was creating descriptor heap every time a pipeline was bound when we only need it once per commandlist.
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fixed some vibe code weird shit
2026-01-23 21:43:48 -05:00
c10d371836
Cleaned up memory arena debugger + tag.
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WIP
2026-01-21 20:36:38 -05:00
a41a5e6b20
generated solution
2026-01-21 19:05:34 -05:00
c5af6850c2
Moved imgui bff to external folder and not in the submodule (oops)
2026-01-21 19:04:53 -05:00
891c404889
Added debug renderer + imgui renderer
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All code made by gemini with some help
2026-01-20 22:46:10 -05:00
0687ce5af1
MemoryArena updates using Gemini. Add some debug tag so we can debug memory allocations
2026-01-20 22:16:04 -05:00
d2b91c46d4
Misc changes
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Update gitignore + adding some agent skills and tweaking workflows.
Also updated some scipts
2026-01-20 22:14:54 -05:00
f11f02d0c7
Create Imgui.md
2026-01-20 22:11:43 -05:00
8d29fbd111
Refactored dx12 to use c++ versions of the api and not C + various tweaks (using antigravity + gemini)
2026-01-20 22:11:41 -05:00
59ffe1cef8
Add imgui submodule
2026-01-18 14:38:29 -05:00
7328d02d3d
Converted Descriptor heap to memory arena. Used Gemini with antigravity.
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Heap pool code is a mess right now (lot of useless comments)
Will revisit later.
2026-01-18 14:33:52 -05:00
f95ba51c13
Added a basic MemoryArena.
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Added one scratch, one engine and one game arena.
Converted the game alloc to arena + the display stuff.
WIP
Made using Antigravity+gemini
2026-01-17 21:09:23 -05:00
98783b7e8f
Added workflows to automatically compile / recompile shaders with antigravity.
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Added user story to work on some todos
2026-01-13 21:28:08 -05:00
bfd042abbf
Added:
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- Depth buffer
- Debug display basics
- Basic vector + matrix maths
Made partially with gemini + antigravity
2026-01-11 22:07:38 -05:00
fa1933c169
Small refactor, now that we are bindless we only need a pool for samplers
2026-01-11 18:49:30 -05:00
8a23ae72fe
Part generated by gemini with antigravity.
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Converted to bindless first step
2026-01-11 17:54:57 -05:00
bd45cacc6c
Added the shader compiler to the fastbuild pipeline.
2026-01-09 14:07:36 -05:00
71a78863b7
bat that allow to launch the game fast without debugger
2026-01-08 16:26:26 -05:00
9510951aee
Final port to fastbuild.
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Support update of game.dll separately
Made some alias and stuff
still remains the shader compiler to add to the solution.
Solution is also generated by fbuild (nice)
2026-01-08 16:26:01 -05:00
1137466472
Fastbuild all work for static linking
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Need : Dll for game and lib to do hot reload
Need : static for release only
Way to compile only julietapp only shader app, only juliet.dll and game.dll
2026-01-07 19:46:12 -05:00
bfd3648344
Juliet lib now builds with fastbuild
2026-01-07 15:33:55 -05:00
2710d29b62
Fastbuild basic stuff
2026-01-06 21:36:19 -05:00
b5c72649db
Conversion to use Fastbuild + -Wall and warning as errors. WIP
2026-01-06 21:33:15 -05:00
76848ab4e3
Move heap descriptor into its own file and prepare for the removing of the staging descriptor
2025-03-29 22:05:09 -04:00
94292851cc
Remove Swapchain SRV (no use)
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Removed useless parameters in the root signature
various small changes
Began removing staging descriptor to use unified descriptors
2025-03-29 21:47:21 -04:00
2d3a075eb6
Bindless resource first step
2025-03-24 22:19:52 -04:00
d8c36b7715
Check resource binding tier
2025-03-23 16:01:04 -04:00
c56bc43723
misc
2025-03-22 17:31:35 -04:00
f4c82f0fb3
Added support to DirectX Agility Sdk to enable shader model 6.6+ on windows 10.
2025-03-22 00:09:48 -04:00
4e0aaa129f
Fixing some includes problems
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Using interrupt 3 instead of system pause to break on script end while debugging but not when running
Added a .bat script to recompile all shaders.
2025-03-15 21:43:20 -04:00
f4ba25bec1
Reload of shaders working!
2025-03-15 21:17:44 -04:00
c9cd01bb31
Prepare shader reload.
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- Expose wait until gpus is idle to api
- Alt+R to reload
2025-03-15 19:55:41 -04:00
f01c8c3ccb
Added missing functions to allow wait for swap chain.
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Proper resource tracking to allow for destruction of graphics pipeline
Textures are tracked but not released so nothing has been done yet
various changes
2025-03-13 23:07:01 -04:00
84e1194f21
Draw triangle
2025-03-11 23:36:37 -04:00
a2d9980dc8
Adding a comment on ID3D12InfoQueue1 that are apparently only available on Win11
2025-03-11 22:47:45 -04:00
df870b717e
Remove useless code in dx12 debug layer initialization
2025-03-11 22:46:49 -04:00
0d93cd9e6d
Graphics pipeline creation is working
2025-03-11 22:45:21 -04:00
a9fe4683fb
Graphics pipeline iteration
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Lot of code.
Not working yet
2025-03-09 22:52:08 -04:00
a366d75fdc
Renamed DX12 files prefix to D3D12
2025-03-09 16:57:20 -04:00
aae780ec6d
First pass graphics pipeline. Not functional
2025-03-09 16:54:26 -04:00
8c6c42e123
Shader: Added code to load compiled shader
2025-03-09 15:54:13 -04:00
da203c80f3
Finished first version of shader compiler. HLSL -> DXIL.
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Submitting vertex and frag shader needed to display a triangle.
2025-03-08 22:36:15 -05:00
f9f292b6d6
Adding read file code
2025-03-07 23:04:30 -05:00
5fd3fc75eb
IOStream can now be open on a file and write into it.
2025-03-05 22:49:57 -05:00
231fea81dd
Support utf8 codepoint in win32 console
2025-03-05 16:55:08 -05:00
764824ff24
Making string struct a bit more simple and support only utf8.
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Still just ascii for now but a bit easier to manager.
Use [..]A() functions from win api to not have to convert to wide char everywhere
2025-03-05 15:56:56 -05:00